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Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture Paperback – May 11, 2004
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Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry’s greatest story, written by one of the medium’s leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it’s like to be young, driven, and wildly creative.
“To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about two glamorous geek geniuses—and it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way.”—Mark Leyner, author of I Smell Esther Williams
- Print length368 pages
- LanguageEnglish
- PublisherRandom House Trade Paperbacks
- Publication dateMay 11, 2004
- Dimensions5.14 x 0.77 x 7.98 inches
- ISBN-109780812972153
- ISBN-13978-0812972153
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Editorial Reviews
Review
—Mark Leyner, author of I Smell Esther Williams
"Masters of Doom is an excellent archetypal tale of hard work and genius being corrupted by fame too young and fortune too fast. I rooted for these guys, was inspired by them, then was disturbed by them, and was fascinated from beginning to end."
—Po Bronson, author of The Nudist on the Late Shift
"Like Hackers, David Kushner's Masters of Doompaints a fascinating portrait of visionary coders transforming a previously marginal hobby into a kind of 21st-century art form -- and enraging an entire generation of parents along the way. Kushner tells the story with intelligence and a great sense of pacing. Masters of Doomis as riveting as the games themselves."
—Steven Johnson, author of Emergence
"Masters of Doom tells the compelling story of the decade-long showdown between gaming's own real-life dynamic duo, played high above the corridors of Doom in the meta-game of industry and innovation. With the narrative passion of a true aficionado, Kushner reminds us that the Internet was not created to manage stock portfolios but to serve as the ultimate networked entertainment platform. It's all just a game."
—Douglas Rushkoff, author of Coercion, Ecstasy Club, and Nothing Sacred
"Are you brainy? Gifted? Deeply alienated? Ever wanted to be a multimillionaire who transformed a major industry? Then Masters of Doomis the book for you!"
—Bruce Sterling, author of Tomorrow Now
“Kushner’s mesmerizing tale of the Two Johns moves at a rapid clip . . . describing the twists and turns of fate that led them to team up in creating the most powerful video games of their generation. . . . An exciting combination of biography and technology.”
—USA Today
“Meticulously researched . . . as a ticktock of the creative process and as insight into a powerful medium too often dismissed as kids’ stuff, Masters of Doom blasts its way to a high score.”
—Entertainment Weekly
“[An] extraordinary journey . . . an exhilarating time capsule of a moment in time where anything could happen—and often did. Kushner’s take on this geek uprising is like a breakneck-paced comic book that you can’t put down.”
—Newsday
“Kushner’s portrait of Carmack is lustrous and gripping. . . . An impressive and adroit social history.”
—The New York Times Book Review
“Terrifically told . . . The storytelling is so fluid, so addictive, that your twitching thumbs keep working the pages.”
—The Washington Post Book World
From the Inside Flap
From the Back Cover
About the Author
Excerpt. © Reprinted by permission. All rights reserved.
The Rock Star
Eleven-year-old John Romero jumped onto his dirt bike, heading for trouble again. A scrawny kid with thick glasses, he pedaled past the modest homes of Rocklin, California, to the Roundtable Pizza Parlor. He knew he wasn’t supposed to be going there this summer afternoon in 1979, but he couldn’t help himself. That was where the games were.
Specifically, what was there was Asteroids, or, as Romero put it, “the coolest game planet Earth has ever seen!” There was nothing else like the feeling he got tapping the control buttons as the rocks hurled toward his triangular ship and the Jaws-style theme music blipped in suspense, dum dum dum dum dum dum; Romero mimicked these video game sounds the way other kids did celebrities. Fun like this was worth risking everything: the crush of the meteors, the theft of the paper route money, the wrath of his stepfather. Because no matter what Romero suffered, he could always escape back into the games.
At the moment, what he expected to suffer was a legendary whipping. His stepfather, John Schuneman—a former drill sergeant—had commanded Romero to steer clear of arcades. Arcades bred games. Games bred delinquents. Delinquency bred failure in school and in life. As his stepfather was fond of reminding him, his mother had enough problems trying to provide for Romero and his younger brother, Ralph, since her first husband left the family five years earlier. His stepfather was under stress of his own with a top-secret government job retrieving black boxes of classified information from downed U.S. spy planes across the world. “Hey, little man,” he had said just a few days before, “consider yourself warned.”
Romero did heed the warning—sort of. He usually played games at Timothy’s, a little pizza joint in town; this time he and his friends headed into a less traveled spot, the Roundtable. He still had his initials, AJR for his full name, Alfonso John Romero, next to the high score here, just like he did on all the Asteroids machines in town. He didn’t have only the number-one score, he owned the entire top ten. “Watch this,” Romero told his friends, as he slipped in the quarter and started to play.
The action didn’t last long. As he was about to complete a round, he felt a heavy palm grip his shoulder. “What the fuck, dude?” he said, assuming one of his friends was trying to spoil his game. Then his face smashed into the machines.
Romero’s stepfather dragged him past his friends to his pickup truck, throwing the dirt bike in the back. Romero had done a poor job of hiding his bike, and his stepfather had seen it while driving home from work. “You really screwed up this time, little man,” his stepfather said. He led Romero into the house, where Romero’s mother and his visiting grandmother stood in the kitchen. “Johnny was at the arcade again,” his stepfather said. “You know what that’s like? That’s like telling your mother ‘Fuck you.’ ”
He beat Romero until the boy had a fat lip and a black eye. Romero was grounded for two weeks. The next day he snuck back to the arcade.
Romero was born resilient, his mother, Ginny, said, a four-and-one-half-pound baby delivered on October 28, 1967, six weeks premature. His parents, married only a few months before, had been living long in hard times. Ginny, good-humored and easygoing, met Alfonso Antonio Romero when they were teenagers in Tucson, Arizona. Alfonso, a first-generation Mexican American, was a maintenance man at an air force base, spending his days fixing air conditioners and heating systems. After Alfonso and Ginny got married, they headed in a 1948 Chrysler with three hundred dollars to Colorado, hoping their interracial relationship would thrive in more tolerant surroundings.
Though the situation improved there, the couple returned to Tucson after Romero was born so his dad could take a job in the copper mines. The work was hard, the effect sour. Alfonso would frequently come home drunk if he came home at all. There was soon a second child, Ralph. John Romero savored the good times: the barbecues, the horsing around. Once his dad stumbled in at 10:00 p.m. and woke him. “Come on,” he slurred, “we’re going camping.” They drove into the hills of saguaro cacti to sleep under the stars. One afternoon his father left to pick up groceries. Romero wouldn’t see him again for two years.
Within that time his mother remarried. John Schuneman, fourteen years her senior, tried to befriend him. One afternoon he found the six-year-old boy sketching a Lamborghini sports car at the kitchen table. The drawing was so good that his stepfather assumed it had been traced. As a test, he put a Hot Wheels toy car on the table and watched as Romero drew. This sketch too was perfect. Schuneman asked Johnny what he wanted to be when he grew up. The boy said, “A rich bachelor.”
For a while, this relationship flourished. Recognizing Romero’s love of arcade games, his stepfather would drive him to local competitions—all of which Romero won. Romero was so good at Pac-Man that he could maneuver the round yellow character through a maze of fruit and dots with his eyes shut. But soon his stepfather noticed that Romero’s hobby was taking a more obsessive turn.
It started one summer day in 1979, when Romero’s brother, Ralph, and a friend came rushing through the front door. They had just biked up to Sierra College, they told him, and made a discovery. “There are games up there!” they said. “Games that you don’t have to pay for!” Games that some sympathetic students let them play. Games on these strange big computers.
Romero grabbed his bike and raced with them to the college’s computer lab. There was no problem for them to hang out at the lab. This was not uncommon at the time. The computer underground did not discriminate by age; a geek was a geek was a geek. And since the students often held the keys to the labs, there weren’t professors to tell the kids to scram. Romero had never seen anything like what he found inside. Cold air gushed from the air-conditioning vents as students milled around computer terminals. Everyone was playing a game that consisted only of words on the terminal screen: “You are standing at the end of a road before a small brick building. Around you is a forest. A small stream flows out of the building towards a gully. In the distance there is a gleaming white tower.”
This was Colossal Cave Adventure, the hottest thing going. Romero knew why: it was like a computer-game version of Dungeons and Dragons. D&D, as it was commonly known, was a pen-and-paper role-playing game that cast players in a Lord of the Rings–like adventure of imagination. Many adults lazily dismissed it as geekish escapism. But to understand a boy like Romero, an avid D&D player, was to understand the game.
Created in 1972 by Gary Gygax and Dave Arneson, two friends in their early twenties, Dungeons and Dragons was an underground phenomenon, particularly on college campuses, thanks to word of mouth and controversy. It achieved urban legend status when a student named James Dallas Egbert III disappeared in the steam tunnels underneath Michigan State University while reportedly reenacting the game; a Tom Hanks movie called Mazes and Monsters was loosely based on the event. D&D would grow into an international cottage industry, accounting for $25 million in annual sales from novels, games, T-shirts, and rule books.
The appeal was primal. “In Dungeons and Dragons,” Gygax said, “the average person gets a call to glory and becomes a hero and undergoes change. In the real world, children, especially, have no power; they must answer to everyone, they don’t direct their own lives, but in this game, they become super powerful and affect everything.” In D&D, there was no winning in the traditional sense. It was more akin to interactive fiction. The participants consisted of at least two or three players and a Dungeon Master, the person who would invent and direct the adventures. All they needed was the D&D rule book, some special polyhedral dice, and a pencil and paper. To begin, players chose and developed characters they would become in the game, from dwarves to elves, gnomes to humans.
Gathered around a table, they would listen as the Dungeon Master cracked open the D&D rule book—which contained descriptions of monsters, magic, and characters—and fabricated a scene: down by a river, perhaps, a castle shrouded in mist, the distant growl of a beast. Which way shall you go? If the players chose to pursue the screams, the Dungeon Master would select just what ogre or chimera they would face. His roll of the die determined how they fared; no matter how wild the imaginings, a random burst of data ruled one’s fate. It was not surprising that computer programmers liked the game or that one of the first games they created, Colossal Cave Adventure, was inspired by D&D.
The object of Colossal Cave was to fight battles while trying to retrieve treasures within a magical cave. By typing in a direction, say “north” or “south,” or a command, “hit” or “attack,” Romero could explore what felt like a novel in which he was the protagonist. As he chose his actions, he’d go deeper into the woods until the walls of the lab seemed to become trees, the air-conditioning flow a river. It was another world. Imbued with his imagination, it was real.
Even more impressively, it was an alternate reality that he could create. Since the seventies, the electronic gaming industry had been dominated by arcade machines like Asteroids and home consoles like the Atari 2600. Writing software for these platforms required expensive development systems and corporate backing. But computer games were different. They were accessible. They came with their own tools, their own portals—a way inside. And the people who had the keys were not authoritarian monsters, they were dudes. Romero was young, but he was a dude in the making, he figured. The Wizard of this Oz could be him.
Every Saturday at 7:30 a.m., Romero would bike to the college, where the students—charmed by his gumption—showed him how to program on refrigerator-size Hewlett-Packard mainframe computers. Developed in the fifties, these were the early giants of the computer industry, monolithic machines that were programmed by inserting series of hole-punched cards that fed the code. IBM, which produced both the computers and the punch card machines, dominated the market, with sales reaching over $7 billion in the 1960s. By the seventies, mainframes and their smaller cousins, the minicomputers, had infiltrated corporations, government offices, and universities. But they were not yet in homes.
For this reason, budding computer enthusiasts like Romero trolled university computer labs, where they could have hands-on access to the machines. Late at night, after the professors went home, students gathered to explore, play, and hack. The computer felt like a revolutionary tool: a means of self-empowerment and fantasy fulfillment. Programmers skipped classes, dates, baths. And as soon as they had the knowledge, they made games.
The first one came in 1958 from the most unlikely of places: a U.S. government nuclear research lab. The head of the Brookhaven Nation Laboratory’s instrumentation division, Willy Higinbotham, was planning a public relations tour of the facility for some concerned local farmers, and needed something to win them over. So, with the help of his colleagues, he programmed a rudimentary tennis simulation using a computer and a small, round oscilloscope screen. The game, which he called “Tennis for 2,” consisted merely of a white dot ball hopping back and forth over a small white line. It thrilled the crowds. Then it was dismantled and put away.
Three years later, in 1961, Steve “Slug” Russell and a group of other students at the Massachusetts Institute of Technology created Spacewar, on the first minicomputer, the PDP-1. In this game, two players shot up each other’s rocket ships while drifting around a black hole. Ten years later, a programmer and amateur cave explorer in Boston, Will Crowther, created text-based spelunking simulation. When a hacker at Stanford named Don Woods saw the game, he contacted Crowther to see if it was okay for him to modify the game to include more fantasy elements. The result was Colossal Cave Adventure. This gave rise to the text-adventure craze, as students and hackers in computer labs across the country began playing and modifying games of their own—often based on Dungeons and Dragons or Star Trek.
Romero was growing up in the eighties as a fourth-generation game hacker: the first having been the students who worked on the minicomputers in the fifties and sixties at MIT; the second, the ones who picked up the ball in Silicon Valley and at Stanford University in the seventies; the third being the dawning game companies of the early eighties. To belong, Romero just had to learn the language of the priests, the game developers: a programming language called HP-BASIC. He was a swift and persistent student, cornering anyone who could answer his increasingly complex questions.
His parents were less than impressed by his new passion. At issue were Romero’s grades, which had plummeted from A’s and B’s to C’s and D’s. He was bright but too easily distracted, they thought, too consumed by games and computers. Despite this being the golden age of video games—with arcade games bringing in $5 billion a year and even home systems earning $1 billion—his stepfather did not believe game development to be a proper vocation. “You’ll never make any money making games,” he often said. “You need to make something people really need, like business applications.”
As the fights with his stepfather escalated, so did Romero’s imagination. He began exorcising the backwash of emotional and physical violence through his illustrations. For years he had been raised on comics—the B-movie horror of E.C. Comics, the scatological satire of MAD, the heroic adventures of Spider-Man and the Fantastic Four. By age eleven, he churned out his own. In one, a dog named Chewy was invited to play ball with his owner. With a strong throw, the owner hurled the ball into Chewy’s eye, causing the dog’s head to split open and spill out green brains. “The End,” Romero scrawled at the bottom, adding the epitaph “Poor Ol’ Chewy.”
Product details
- ASIN : 0812972155
- Publisher : Random House Trade Paperbacks
- Publication date : May 11, 2004
- Edition : Reprint
- Language : English
- Print length : 368 pages
- ISBN-10 : 9780812972153
- ISBN-13 : 978-0812972153
- Item Weight : 9.3 ounces
- Dimensions : 5.14 x 0.77 x 7.98 inches
- Best Sellers Rank: #50,726 in Books (See Top 100 in Books)
- #9 in Entertainment Industry
- #71 in Biographies of Business & Industrial Professionals
- #1,639 in Memoirs (Books)
- Customer Reviews:
About the author

David Kushner is an award-winning journalist and author. His books include Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, Jonny Magic and the Card Shark Kids: How a Gang of Geeks Beat the Odds, Stormed Las Vegas, Levittown: Two Families, One Tycoon, and the Fight for Civil Rights in America’s Legendary Suburb, Jacked: The Outlaw Story of Grand Theft Auto, Alligator Candy: A Memoir, and The Players Ball: A Genius, a Con Man, and the Secret History of the Internet's Rise.
Kushner is also author of the graphic novel Rise of the Dungeon Master: Gary Gygax and the Creation of D&D, illustrated by Koren Shadmi, and the ebook, The Bones of Marianna: A Reform School, a Terrible Secret, and a Hundred-Year Fight for Justice. Two collections of his magazine stories are available as audiobooks, The World’s Most Dangerous Geek: And More True Hacking Stories and Prepare to Meet Thy Doom: And More True Gaming Stories.
A contributing editor of Rolling Stone, Kushner has written for publications including The New Yorker, Vanity Fair, Wired, New York Times Magazine, New York, and GQ, and has been an essayist for National Public Radio. His work is featured in several “best of” anthologies: The Best American Crime Reporting, The Columbia Journalism Review’s Best Business Writing, The Best Music Writing, and The Best American Travel Writing. He is the winner of the New York Press Club award for Best Feature Reporting. His ebook The Bones of Marianna was selected by Amazon as a Best Digital Single of 2013. NPR named his memoir Alligator Candy one of the best books of 2016. He has taught as a Ferris Professor of Journalism at Princeton University, and an adjunct professor of journalism at New York University.
For articles and info, visit his website www.davidkushner.com.
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Customers find this book to be an essential read for video game fans, with well-written content that pulls readers in. The book provides a fascinating look at the early world of gaming, chronicling the histories of favorite games, and customers describe it as an immersive experience that never gets boring. They appreciate its meticulous research and depth, with one customer noting how it lays out the whole time period, while another highlights how it humanizes the people involved.
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Customers find the book highly readable and compelling, describing it as one of the best nonfiction books and an absolute must-read for video game fans. One customer notes that each chapter is packed with great content.
"...does a great job of being impartial, almost always presenting multiple accounts of the same event...." Read more
"...It was very enlightening to get an inside eye of the early years of id which like many games companies of the time (and still today) had a very..." Read more
"A standalone book, no sequel or prequel. I read the well printed and well bound trade paperback published by Random House in 2004...." Read more
"...This is well worth reading." Read more
Customers praise the writing quality of the book, finding it well written and easy to read, with one customer noting how the author sticks to the facts.
"...It’s inspiring, chaotic, and gives a real sense of how these games defined an era. Negative:..." Read more
"...The book has in-depth footnotes, and while I wondered about the origin of certain quotes, Kushner says he did his best to reconstruct conversations..." Read more
"A standalone book, no sequel or prequel. I read the well printed and well bound trade paperback published by Random House in 2004...." Read more
"...but I was really fascinated with the technology, the immersive illusion of virtual reality I felt when playing the previous game, Doom, even with..." Read more
Customers appreciate how the book chronicles the histories of favorite games, providing a fascinating look at the early world of gaming and offering great insight into game development.
"...I could probably go on and on about why Doom is one of the greatest games ever created and just how ingenious its level design really is...." Read more
"...by Doom when it hit the shareware selves... well, this book brought back great memories...." Read more
"...My point being that this book helped me re-live those experiences and learn quite a bit at how those games came to be...." Read more
"...I found the early history of PCs and the sub-culture of game players and hackers enlightening...." Read more
Customers find the book's story engaging, describing it as a captivating and interesting account of the founders' experiences, with one customer noting how it transforms historical events into a gripping narrative.
"...can have their Call of Duty and Halo but this is the real story of the first person shooter and the only part of it's history I'll ever care about...." Read more
"...The result is a gripping account of every crucial moment in the company's history that is so detailed it feels like you are there in the room as..." Read more
"...the "middle of the road" storytelling, it was easy to place yourself in the story and understand the dynamics because you know these people..." Read more
"...perspectives on gaming, business, and the human psyche - keeping you engaged throughout. It struck a chord with me as a child of the Doom generation...." Read more
Customers find the book exceptionally entertaining, describing it as immersive as the game itself and never getting boring.
"Great fun read for anybody who is interested in video game development in any way" Read more
"...It's a lot of fun to read this story about early PC gaming - all too often, game history skips over that late-80's/early-90's period in PC gaming,..." Read more
"...and thoroughly researched, doesn't play favorites, is super entertaining to read, and if you're interested in the audiobook version, Wil Wheaton is..." Read more
"The way the narrative is told makes this book a really enjoyable read...." Read more
Customers appreciate the book's insights and meticulous research, with one customer noting how well it explains technical concepts.
"...It’s inspiring, chaotic, and gives a real sense of how these games defined an era. Negative:..." Read more
"...opposite personalities of the Two Johns, and Kushner does a great job of being impartial, almost always presenting multiple accounts of the same..." Read more
"...Each new software game was incredibly innovative, speedy, and released to great praise...." Read more
"...Not that I was a video game addict but I was really fascinated with the technology, the immersive illusion of virtual reality I felt when playing..." Read more
Customers appreciate the depth of the book, which is full of detail and provides background information, with one customer noting how it lays out the whole time period.
"...Just as alluring and maybe even better is the troubled development of Daikatana were you can feel the desperation of the IonStorm employees as you..." Read more
"...Still this book provided a really fun, detailed, and fast-moving story about them...." Read more
"...This story real hits home and gave a great inside view of what was going on the creation of these games and how the two John's progressed in their..." Read more
"...Good pacing and detail though you could tell the author went out of his way to be careful in presenting any analysis or opinion..." Read more
Customers appreciate the book's portrayal of personalities, with one review noting how it humanizes the people involved, while another mentions the large cast of characters.
"...book dives into how these two visionaries, with their brilliant but clashing personalities, built id Software and revolutionized gaming, not just as..." Read more
"...Masters of Doom" benefits from its colorful cast of characters...." Read more
"...The side characters get short bios but are referenced far too often without telling us more about them through the changes or some of the deeper..." Read more
"...Be assured, the pace of the story is good, the personalities are described vividly and the events seem schoolboy Machiavellian at times. Excellent." Read more
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Top reviews from the United States
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- Reviewed in the United States on February 4, 2025Building games has always been hard, especially in the early days where technical breakthroughs were what moved the industry forward every year. Tools didn’t exist, nor did engines. You had to code your own. The two Johns were the perfect combo of brain and creativity and ultimately led to some spectacular titles. This books covers a lot of blood sweat and tears. Game making is the hardest of software development with lots of crunch time. I don’t k own of these games would’ve existed without this heroic effort.
- Reviewed in the United States on November 2, 2024Positive:
Masters of Doom is an absolute thrill for anyone curious about the wild, untamed days of early video game culture. David Kushner captures the story of John Carmack and John Romero, the legendary duo behind Doom and Quake, with so much energy it feels like a ride through gaming history. The book dives into how these two visionaries, with their brilliant but clashing personalities, built id Software and revolutionized gaming, not just as a tech feat but as a cultural movement. It’s inspiring, chaotic, and gives a real sense of how these games defined an era.
Negative:
One thing to note: the book can feel a bit focused on the tech side at times. For those not into the nitty-gritty details of game development, it might slow the pace a bit. Also, while Kushner covers the tension between Carmack and Romero well, he sometimes glosses over other team members who played key roles. Still, for anyone interested in the intersection of tech, creativity, and pop culture, these are minor issues in a book that’s largely a blast to read.
- Reviewed in the United States on November 12, 2012As inauspicious as it may be for the beginning of a review, a month ago I was looking at some of the games in my video game collection: Super Nintendo, PlayStation 1 and even original GameBoy games. As I gazed upon them I became somewhat sad and asked myself what has happened to gaming in the last ten years. I was once right in the thick of things with other gamers but I eventually retreated to the comfort of yesteryear and became that "retro gamer" I never wanted to be. What happened? The rise - and over proliferation - of the first person shooter.
So given that I'm rather disgusted with the fact that every other game is a brainless FPS these days, why on earth would I be interested in "Masters of Doom," a book that chronicles the early days of the genre? Easy. I actually like the shooters born out of id's developments during the early 90's. Sad as it is, I could probably go on and on about why Doom is one of the greatest games ever created and just how ingenious its level design really is. Crazier still is the fact I didn't really "grow up" with Doom like others did but I can definitely appreciate everything the game offers - even today.
Still, as eager I was to learn more about my favorite first person shooter, the section of the book on Doom - as good as it is - can't really hold a candle to the passages concerning Quake's development. It was at this point where I literally refused to put the book down and thankfully that happened when I had a day off of work. Just as alluring and maybe even better is the troubled development of Daikatana were you can feel the desperation of the IonStorm employees as you read. As a gamer you may not want to play John Romero's Daikatana but reading about it's history is as interesting as you can get.
The games it centers on aside, I can't recommend "Masters of Doom" enough. There are a few sections I wish were fleshed out a little more - personally I wanted to read more about composer Bobby/Robert Prince than what's in here because his music for Doom is just that good - but then he's described more as a freelancer more than a real part of id so it's understandable. But really, people can have their Call of Duty and Halo but this is the real story of the first person shooter and the only part of it's history I'll ever care about. Still, my preferences aside, do yourself a humongous favor and give this a read - it can easily hold your interest even if your not into the games themselves.
- Reviewed in the United States on July 4, 2003Bottom line: This is one of the best researched and written business stories I have ever read. I polished off this 302-pager in one day. Okay, I missed a flight and was stuck in a hotel airport, but I still stayed up past 2:00 a.m. to finish it.
"Masters of Doom" benefits from its colorful cast of characters. We meet not only the cold, distant programming genius of John Carmack and the maniacal enthusiasm of John Romero, but secondary players like Stevie Case, a gaming grrl and Quake champion who became a developer and Playboy model, and one fellow who took up game programming after he abandoned a shot at the ministry and become an exotic male dancer who went by the stage name "Preacher Boy". You can't make this stuff up.
Kushner obviously did his homework. He conducted hundreds of interviews and had access to material such as Romero's hoard of childhood memorabalia such as old drawings and comics. The book has in-depth footnotes, and while I wondered about the origin of certain quotes, Kushner says he did his best to reconstruct conversations and events based on multiple sourcing. The story is driven by the polar-opposite personalities of the Two Johns, and Kushner does a great job of being impartial, almost always presenting multiple accounts of the same event. I disagree with the reviewers who seem to think he went light on Romero or failed to give Carmack enough credit for driving id. Kushner dishes out both credit and criticism where it is due, and does so in details that really humanize his subjects. We see Carmack stun his friends by announcing he had taken his cat, a longtime pet, to the pound because it was interfering with his work. Yet later, we see examples of his philanthropy, such as when he studies the statistics-based method of card counting to win $20,000 at a blackjack table and then gives the money away. Similarly, we see Romero neck-deep in office politicking and grasping for rock star status, but when he finally chops his butt-length locks, he donates the hair to a charity that makes wigs for children undergoing cancer treatment. These kind of details bring the story home.
The only minus is the lack of photos. The book really would have benefited from a solid picture section, though I'm not willing to deduct any stars from my rating over it!
Fortunately, Kushner's writing is also excellent. He skillfully sets the stage for each technological or business breakthrough, yet the narrative doesn't seem contrived. He frequently accomplishes nice turns of phrase, such as one scene in which Romero and crew are on the floor rolling in laughter and giddiness at the Wolfenstein 3-D design breakthrough that let them show what would become their trademark gore. The passage ends: "On the screen, the little Nazi bled."
Finally, this is just an excellent account of the development of a partnership, a business, and an industry. The book's appeal should widen well beyond just gamers, to anyone who wants insight into what makes the entrepreneurial personality tick, what the start-up life is like, and how unlikely business models (in this case, shareware) emerge. In fact, I plan on passing this along to my (decidely non-gaming) mother and father.
Top reviews from other countries
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SchelmReviewed in Germany on October 21, 2013
5.0 out of 5 stars Biografie, Business-Buch und Achterbahnfahrt
An zwei Nachmittagen habe ich alles stehen und liegen lassen und dieses Buch verschlungen. Ich lese gerne und viel, aber ich hätte nie gedacht, dass nicht-fiktionale Bücher so spannend sein können.
Die Geschichte von John Carmack und John Romero ist unglaublich mitreißend erzählt, nicht zuletzt, weil beide Charaktere unterschiedlicher kaum sein könnten und das Schicksal von id Software stets neue und unerwartete Wendungen genommen hat. Ich habe mehrmals gemerkt, wie ich mit einem Und-was-ist-dann-passiert-Gefühl immer schneller gelesen habe, wenn der Veröffentlichungstermin eines weiteren Meilensteins näher rückte und die ersten Umsatzzahlen bekannt wurden.
Der Autor versteht es außerdem, die Perspektiven aller wichtigen Personen gleichermaßen einfließen zu lassen, so dass man als Leser nur denkt:"Krass, wie sich das alles entwickelt hat" und Sympathie für alle Hauptfiguren empfindet.
Masters of Doom ist dabei nicht nur für Gamer geeignet. Ich behaupte sogar, dass die Geschichte von id Software noch sehr viel interessanter ist für junge Unternehmer, die gerade dabei sind, ihr eigenes Ding im IT-Sektor aufzuziehen.
id Software hat nicht nur das Egoshooter-Genre etabliert, sondern ganz nebenbei den PC als Gaming-Plattform etabliert (niemand anderes als John Carmack konnte derart viel Grafik-Performance aus den damals langsamen Rechnern herausholen), Windows als Spiele-Betriebssystem promotet (Doom wurde extra für Windows portiert, um DirectX zu bewerben), politische und ethische Debatten losgetreten (der Columbine Highschool Amoklauf wurde von Medien und Politikern auf Doom zurückgeführt). Bemerkenswert ist, wie id Software verschiedene Geschäftsmodelle ausprobierte (Shareware vs. Retail), gänzlich ohne Marketing einen Riesenerfolg hatte und später großen Spiele-Publishern die Spielregeln vorschrieb. Die Zukunft war dabei immer völlig ungewiss.
John Carmack sagte einmal – und das fasst das Buch eigentlich gut zusammen: "In the information age, the barriers just aren't there. The barriers are self-imposed. If you want to set off and go develop some grand new thing, you don't need millions of dollars of capitalization. You need enough pizza and Diet Coke to stick in your refrigerator, a cheap PC to work on, and the dedication to go through with it."
Ich fühle mich jedenfalls richtig motiviert, an meinen eigenen Ideen weiterzuarbeiten. Danke für dieses Buch :)
- mtarzaimReviewed in France on May 18, 2012
5.0 out of 5 stars Design VS Technology
More than a double biography, it's a journey from the dawn of video games to the advent of 3D gaming.
A little romanced (of course), but still fresh and relevant.
This book is about the rising of FPS, how and why it touched so many people (especially north-americans), and the men behind it. The fact that the author followed the two main protagonists for several years, especially when they finally splitted from each other, is important to the relevance of the whole story. We really have two points of view on the events, even more when the other members get their share of limelight.
It's also about two approaches about game design : the constraints (Camarck) and the possibilities (Romero).
Either you build the technology then try to use it to its best, or you design the best/fun uses then build the technology to implement them. Through the two johns, we see the good and the bad of those opposed philosophies, and how they work the best when reunited.
We are also treated with the inner cycle of game creation, where several no-life guys sit in front of a computer for months day and night, the internal/external complexities of business and, of course, the human factor. Quite frightening, considering it was before the rise of AAA games, at a time games weren't as complex and demanding as they are today.
The only real flaw of the book is its age.
The story told here stops a little after Quake 3 Arena. 2003 is quite old in the video game world, and lots of thing have changed since. While still in the business, Carmack has pursued his new obsession with space travel, winning the X-prize. Romero continue to explore game designing in the mobile market. In that regard, an updated epilogue would have been a nice addition.
On a side note, it's funny to see that, from all the contenders of the 2000 era, only Half Life (the underdog at that time) managed to stay relevant to this day. A game with no multiplayer ("PvP is the most fun you can get from any game" - Romero) and a big emphasis on story ("video games are like porn movies: story is irrelevant" - Carmack) ended up being probably the best example of "design + technology".
- Jon RiversReviewed in Canada on November 5, 2022
5.0 out of 5 stars Amazingly gripping read! Highly entertaining.
This book is phenomenal! This is an awesome book. So awesome I'm writing a second review to say so. It is fast paced, entertaining, amusing at times, shocking at others. I grew up in the 90s, and these games were foundational. Their controversy drove them even further into the light, making more people play them. These were foundational to my youth. These were my escape from the harshness that was my miserable youth. I loved them.
This book is a pretty quick read. It has plenty of places to pause without leaving you confused when you come back to it. A lot of books have enormous chapters covering one grandiose idea, but this book has little sections all throughout each short chapter, so you can read for just a few minutes and come back to it. In my busy life, this is great. I've been taking longer, 1 hour lunch breaks on the farm to read this. I didn't take breaks before. I would just work 8hrs in a row. Then go home. But this book is so good, I can't stop taking breaks to read it. I'm often tired after work, so reading at that point isn't easy.
This book is not about violent games influence. It is briefly mentioned, but the focus is on the development of the people and the games they made and the role they played in society and the impact they have left. Controversy is discussed later in the book, but only briefly. ... And no, games do not make you a ... shooter. No games do not encourage violence. Some have suggested Doom influenced certain kids to hurt other kids. I think they would have done it anyway. Bad people do bad things. Power Rangers didn't inspire me to violence, it inspired me to take Karate, where I learned that peace perseverance and hard work lets us reach our goals, not violence. I grew up loving violent TV and games. But I grew into an introspective middle aged man, not a monster. Why didn't games affect me in a bad way? Because I knew they were just games. Same with TV shows. Just like I knew Power Rangers was just a TV show, even when I was a kid. Doom was just a cool game. I fiction. A simulated fiction.
- Omar HernándezReviewed in Mexico on December 29, 2024
5.0 out of 5 stars A great story of entrepreneurship
I really enjoyed the story. This is an inspiring story of entrepreneurship.
- SulaimanReviewed in India on April 7, 2018
5.0 out of 5 stars For gamers who’ve played the original Doom and Quake - Story of the 2 Johns of gaming!
Doom is one of the earliest PC games memories for me (after Prince of Persia). I did not even realise how violent the game was until like 5 years laters when I was old enough to understand there was a concept of excessive violence. Was I too desensitized to it? I don’t know. That’s a completely different topic for a different discussion. I digress.
Masters of Doom is the story of 2 Johns of PC gaming, John Romero and John Carmack; the Lennon-McCartney of gaming if you will. This is about how 2 people with an extreme passion for games/game programming came together to make awesome things. It starts off with the early days of their life, throwing in some anecdotes from their childhood, and then to the pre-id days. The book then goes through the complete process of the development and release of all major id games of the 90s and them some, including Doom & Doom 2 (obviously), Quake, Quake 2, Q3A, and the infamous Daikatana. It ends just a few months before the release of Doom 3; covering in total a span of somewhere around 14-15 years.
This book was released in 2004, so it has been around 14 years (as of 2018) since the release of the book. This makes it as old as the span of period covered. Is it still worth reading? I’d say definitely, if you are a fan of shooters and multiplayer games. The thought processes, brainstorming, crunch mode, death matches, all is there to make the events come to life. It mostly alternates between the perspectives of John Romero and John Carmack, giving a perspective of what they’ve been going through.
I had personally checked with John Carmack on Twitter about his portrayal (as a recluse) in the book and the way the events unfolded. He replied, telling me it is pretty much accurate and his portrayal of being a recluse is true as well (he did tell me his wife and kids have socialized him a fair amount, that made me smile). John Romero has been signing the book at events, so I guess it must be true.
I loved the experience of reading it. And I think any of the gamers who’ve played the original Doom and Quake can appreciate it. I had this book in my to-read list since 2016. I finally got around to reading it recently. Definitely recommended!